Created
March 17, 2021 02:11
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Fancy Color Swap
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Shader "Futile/FancyColorSwap" | |
{ | |
Properties | |
{ | |
_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {} | |
_ColorR ("Red Replacement Color", Color) = (1,0,0,1) | |
_ColorG ("Green Replacement Color", Color) = (0,1,0,1) | |
_ColorB ("Blue Replacement Color", Color) = (0,0,1,1) | |
} | |
Category | |
{ | |
Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"} | |
ZWrite Off | |
//Alphatest Greater 0 | |
Blend SrcAlpha OneMinusSrcAlpha | |
Fog { Color(0,0,0,0) } | |
Lighting Off | |
Cull Off //we can turn backface culling off because we know nothing will be facing backwards | |
SubShader | |
{ | |
Pass | |
{ | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#include "UnityCG.cginc" | |
float4 _ColorR; | |
float4 _ColorG; | |
float4 _ColorB; | |
sampler2D _MainTex; | |
float4 _MainTex_ST; | |
sampler2D _PaletteTex; | |
struct v2f { | |
float4 pos : SV_POSITION; | |
float2 uv : TEXCOORD0; | |
half4 colorR : COLOR; | |
half4 colorG : TEXCOORD1; | |
half4 colorB : TANGENT; | |
}; | |
v2f vert (appdata_full IN) | |
{ | |
v2f OUT; | |
OUT.pos = UnityObjectToClipPos (IN.vertex); | |
OUT.uv = TRANSFORM_TEX (IN.texcoord, _MainTex); | |
float4 color = IN.color; | |
OUT.colorR = tex2Dlod(_PaletteTex,half4(color.r,0,0,0)); | |
OUT.colorG = tex2Dlod(_PaletteTex,half4(color.g,0,0,0)); | |
OUT.colorB = tex2Dlod(_PaletteTex,half4(color.b,0,0,0)); | |
OUT.colorR.a = IN.color.a; //put in the alpha so we can fade it in and out using the color's alpha still | |
return OUT; | |
} | |
half4 frag (v2f IN) : COLOR | |
{ | |
half4 col = tex2D (_MainTex,IN.uv); | |
half3 result = col.r*IN.colorR.rgb + col.g*IN.colorG.rgb + col.b*IN.colorB.rgb; | |
col.rgb = result * col.a; //multiplied alpha | |
col.a *= IN.colorR.a; //use alpha from the red color (which was set from the original color) | |
return col; | |
} | |
ENDCG | |
} | |
} | |
} | |
} | |
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public class FancyColorSwapShader : FShader | |
{ | |
static public FShader TheShader = new FancyColorSwapShader(); | |
static FancyColorSwapShader() | |
{ | |
Shader.SetGlobalTexture("_PaletteTex",Resources.Load<Texture2D>("simple_palette_wide")); | |
} | |
public FancyColorSwapShader() : base("FancyColorSwapShader", Shader.Find("Futile/FancyColorSwap")) | |
{ | |
} | |
static public Color GetColor(int palR, int palG, int palB) | |
{ | |
return new Color((float)palR/255f,(float)palG/255f,(float)palB/255f); | |
} | |
} |
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